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On 23/04/2007 at 17:32, xxxxxxxx wrote:
Cinema 4D Version: R8.2-R10
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
I'm facing an interesting problem. For a particular set up where a camera is parented to a bone within a rig, I'd like it not to respond to rotation changes of its parent bones while maintaining its position relative to its direct parent.
It is not exactly clear to me how to achieve this. Should I go up (or down) the parent chain creating a transformation matrix that unrotates at each step of the hierarchy?
On 24/04/2007 at 11:57, xxxxxxxx wrote:
Well, in my case I think that I'm lucky. Since these cameras are not affected by rotations by any of the parents (including the direct one), I can just apply its own rotations in a global matrix (adjusting for any rotations on parents as they happen).
So far so good!